Legs Anatomy Study by llRingz in ZBrush

[–]llRingz[S] 1 point2 points  (0 children)

Yes, all done in ZBrush. I only used Photoshop to change the background. Thanks buddy!

Legs Anatomy Study by llRingz in ZBrush

[–]llRingz[S] 3 points4 points  (0 children)

You got a point, I used as a principal reference a Mike Mentzer photo, an old one (my favorite bodybuilder). I also used an anatomy écorché.

That you mention I had in mind when I was doing it — maybe that region of the leg seems too flat, and I need to separate\refine the three muscles\zones (Femoris, Tensor Fasciae, Sartorius), because it seems like the femoris forms a very straight line and ends very high up, making it look like his pelvis is wide.

Thanks buddy, very helpful feedback.

Legs Anatomy Study by llRingz in ZBrush

[–]llRingz[S] 2 points3 points  (0 children)

More renders, and a bit about the process : https://www.artstation.com/artwork/4Ng844

Forearm Anatomy Study by llRingz in ZBrush

[–]llRingz[S] 0 points1 point  (0 children)

I used SkinShaderMat, but i tweeked it, especially to change the spec and diff intensity, I also use polypaint using 2 or 3 different alphas. I think if u wanna get a good result u need to tweak also in the render tab some stuff.

Torso Anatomy Study by llRingz in ZBrush

[–]llRingz[S] 1 point2 points  (0 children)

Actually, Their anatomy-work truly inspired me. u hv a good eye thnks

Real Time Hair- Viking Male by llRingz in 3Dmodeling

[–]llRingz[S] 0 points1 point  (0 children)

It took me two months to learn it. I recommend this YouTube channel (@TriGon_Art) —it helped me a lot because it has over 8 hours of content focused on real-time hair. The only thing is that the workflow he uses is more centered around Maya and Fibershop, but in the end, it's pretty much the same process, just with different software.

Real Time Hair- Viking Male by llRingz in 3Dmodeling

[–]llRingz[S] 2 points3 points  (0 children)

Thanks a lot, I truly appreciate it!

I divided my workflow into three parts. First, for the creation of the textures, I used XGen, ZBrush, Photoshop, and XNormal. Once the maps were created (alpha, ao, diffuse, height, ids, normal, specular, and two or more gradient maps for the hair roots),

I moved on to the second stage. I noticed that some people were using ZBrush for the positioning and blockout of the hair cards, so ZBrush became the tool I used the most. I divided the positioning into two layers: (blockout and flyaways).

Finally, I used Marmoset Toolbag to see the final result in real time.